Difference between revisions of "Door"

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imported>Ultimatezero
(Removed "Lock Level" table. Door dialog window has no ability to manage lock difficulty. Moving table to Reference>Lock)
imported>Ultimatezero
m (Formatting: Added line break tag for spacing to bottom of page, because wikis are interesting beasts and don't always cooperate.)
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*:To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.
*:To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.
**'''Note:''' As of Creation Kit v1.5.3.0, if you drag and drop a cell/world space into this list, any subsequent attempt to save the mod will result in Creation Kit crashing and corrupting your mod file. Effectively, this functionality is now inaccessible.
**'''Note:''' As of Creation Kit v1.5.3.0, if you drag and drop a cell/world space into this list, any subsequent attempt to save the mod will result in Creation Kit crashing and corrupting your mod file. Effectively, this functionality is now inaccessible.
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[[Category:WorldObjects]]
[[Category:WorldObjects]]

Revision as of 01:23, 18 May 2019

A door is a special example of an activator. However, it has built in functionality for activation.

  • Animating doors run their animation when activated. Usually this means swinging open.
  • Load doors link to another load door reference somewhere in the game. When activated the actor is teleported to that other reference.

DoorWindow.png

Door Dialog

  • ID: Unique indentifier for this form.
  • Name: Display name.
  • Model: Displays the model for this object.
  • Add Destruction Data: Sets the damage states if an object is destructable.
  • Open: Selects the opening sound.
  • Close: Selects the closing sound.
  • Loop: Selects the looping sound.
  • Flags:
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
    • Sliding Door: Door slides open into the walls instead of opening forward or backwards
    • Automatic Door: Door location represents an area in the environment that's activated when the player enters the defined space rather than manually.
    • IsMarker: Determines whether or not the 3D for the door is loaded in game. For example auto-load doors are probably flagged as IsMarker.
    • Hidden: Door does not appear on map.
    • Minimal Use: Quest Targets will avoid using this door when choosing a path for the compass. Also, the door will not be used by NPCs (or followers, or fast travel?) for pathing, if there is any viable alternative. So adding a min use teleport to another city into someone's basement will not cause that basement to replace the highways as the preferred and fastest route for NPC traders to travel between those cities.
    • Do Not Open In Combat Search: While searching for the player, enemies will not open this door to look.
  • Randomly Teleports to these Interiors / Worldspaces only:
    When there are items in this list, the destination for teleporting is left undecided until the player activates the door. At that time, the destination door is decided and saved with the save game. If the player repeatedly enters and exits the door, he will always go to the same location. However, if he restores to a save game from before he activated the door for the first time, it will generate a new random destination.
    To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.
    • Note: As of Creation Kit v1.5.3.0, if you drag and drop a cell/world space into this list, any subsequent attempt to save the mod will result in Creation Kit crashing and corrupting your mod file. Effectively, this functionality is now inaccessible.